Initial commit: Add existing project files

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OpenClaw Assistant 2026-09-01 20:19:04 +02:00
commit 40377caaa3
4 changed files with 1263 additions and 0 deletions

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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no">
<title>Pop! Pop! Pop!</title>
<style>
body {
margin: 0;
padding: 0;
background-color: #f0f0f0;
overflow: hidden;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
width: 100vw;
}
canvas {
display: block;
}
</style>
</head>
<body>
<div id="game-container"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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{
"name": "demo-pop-game",
"version": "1.0.0",
"description": "A simple pop game for toddlers",
"type": "module",
"scripts": {
"dev": "npx vite --host",
"build": "npx tsc && npx vite build",
"preview": "npx vite preview"
},
"dependencies": {
"phaser": "^3.80.1"
},
"devDependencies": {
"@types/node": "^20.19.43",
"typescript": "^5.9.3",
"vite": "^5.4.21"
}
}

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import Phaser from 'phaser';
// Simple Web Audio API helper for a "pop" sound
const playPopSound = (scene) => {
const audioCtx = scene.sound.context;
const oscillator = audioCtx.createOscillator();
const gainNode = audioCtx.createGain();
oscillator.type = 'sine';
oscillator.frequency.setValueAtTime(400, audioCtx.currentTime);
oscillator.frequency.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
gainNode.gain.setValueAtTime(0.3, audioCtx.currentTime);
gainNode.gain.exponentialRampToValueAtTime(0.01, audioCtx.currentTime + 0.1);
oscillator.connect(gainNode);
gainNode.connect(audioCtx.destination);
oscillator.start();
oscillator.stop(audioCtx.currentTime + 0.1);
};
class PopScene extends Phaser.Scene {
constructor() {
super('PopScene');
}
create() {
// Fill the background with a soft color
this.cameras.main.setBackgroundColor('#e0f7fa');
// Spawn a circle every 1 second
this.time.addEvent({
delay: 1000,
callback: this.spawnCircle,
callbackScope: this,
loop: true
});
}
spawnCircle() {
const x = Phaser.Math.Between(50, this.scale.width - 50);
const y = Phaser.Math.Between(50, this.scale.height - 50);
const radius = Phaser.Math.Between(30, 60);
// Pick a random bright color (bulletproof method)
const color = Math.floor(Math.random() * 0xffffff);
// Create a graphics object for the circle
const circle = this.add.graphics();
circle.fillStyle(color, 1);
circle.fillCircle(0, 0, radius);
// We use a container to make the circle a single interactive object
const container = this.add.container(x, y);
container.add(circle);
container.setSize(radius * 2, radius * 2);
container.setInteractive(new Phaser.Geom.Circle(radius, radius, radius), Phaser.Geom.Circle.Contains);
// Add a little "pulse" animation on spawn
container.setScale(0);
this.tweens.add({
targets: container,
scale: 1,
duration: 300,
ease: 'Back.easeOut'
});
// Handle click/touch
container.on('pointerdown', () => {
this.popCircle(container, circle, radius, color);
});
}
popCircle(container, graphics, radius, color) {
// 1. Play sound (with safety check for Web Audio API)
try {
playPopSound(this);
} catch (e) {
console.warn("Audio playback failed (user interaction might be required):", e);
}
// 2. Create "Confetti" particles
// Instead of complex particles, let's just spawn a few small circles manually for the "vibe"
for(let i = 0; i < 8; i++) {
const p = this.add.circle(container.x, container.y, 5, color);
this.tweens.add({
targets: p,
x: p.x + Phaser.Math.Between(-100, 100),
y: p.y + Phaser.Math.Between(-100, 100),
alpha: 0,
duration: 500,
onComplete: () => p.destroy()
});
}
// 3. Destroy the circle
container.destroy();
}
update() {
// Optional: check if circles should disappear if not clicked
}
}
const config = {
type: Phaser.AUTO,
width: window.innerWidth,
height: window.innerHeight,
parent: 'game-container',
scene: [PopScene],
physics: {
default: 'arcade',
arcade: { debug: false }
}
};
new Phaser.Game(config);